Assetto Corsa PC Mods General DiscussionPC 

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sadly esprit only does Japanese cars for now. A lot of people asked him to port some European exotics but he said only Japanese cars for now.
well that sucks for sure but I bet there is someone out there or here even who would take up such a challenge as a 2000s LMP1
 
Here's my take on VR v flat life.

I've used the Vive for a dozen hours or so, I've used a single 24" flat panel, and triple 24" flat panels. Currently I'm using the triple monitors over VR for a few reasons. Motion sickness is the main reason. The first few experiences in VR only lasted 20-30 minutes and were difficult to recover from, with days between sessions. As I got more comfortable in VR I could race for an hour before feeling fatigued. Immersion is second to none in VR, the feel of a cramped versus open cockpit is real. Sliding out of control and into a barrier or wall is real. Every Code Brown moment you have is real. But without a little gee force to go with the visuals, my brain can't do it.

Using VR and fooling my brain so easily unfortunately shortens my play time. Therefore three monitors are my best option. Yes, the screen door effect is present in VR but I didn't find it too distracting. Only using the Vive for an hour at a time, sweat really wasn't an issue either. Wearing the HMD was comfortable and never felt heavy. I really enjoyed VR, so much that it makes me sick. Maybe one day, when I'm rich, I'll get a motion platform and try again. Until then, I'll be on the outside looking in.
 
sadly esprit only does Japanese cars for now. A lot of people asked him to port some European exotics but he said only Japanese cars for now.
We need more GT300 and GT500 cars... In particulary the former cause for GT500 we have the pretty good mod by chivas autoart and the URD Nissan
 
Here's my take on VR v flat life.

I've used the Vive for a dozen hours or so, I've used a single 24" flat panel, and triple 24" flat panels. Currently I'm using the triple monitors over VR for a few reasons. Motion sickness is the main reason. The first few experiences in VR only lasted 20-30 minutes and were difficult to recover from, with days between sessions. As I got more comfortable in VR I could race for an hour before feeling fatigued. Immersion is second to none in VR, the feel of a cramped versus open cockpit is real. Sliding out of control and into a barrier or wall is real. Every Code Brown moment you have is real. But without a little gee force to go with the visuals, my brain can't do it.

Using VR and fooling my brain so easily unfortunately shortens my play time. Therefore three monitors are my best option. Yes, the screen door effect is present in VR but I didn't find it too distracting. Only using the Vive for an hour at a time, sweat really wasn't an issue either. Wearing the HMD was comfortable and never felt heavy. I really enjoyed VR, so much that it makes me sick. Maybe one day, when I'm rich, I'll get a motion platform and try again. Until then, I'll be on the outside looking in.
Motion definitely helps to fool the inner ear but I can race with and without my motion platform with the same non-nauseous result. I think i'm one of the lucky ones who found it very easy to adapt to VR (I never get sick on planes, trains, boats or as a passenger in cars) but I know it can be a big issue for a lot of people.
Your post reminded me of something else I love about VR: the feeling of cramped claustrophobia inside an LMP cockpit compared to the space and freedom of a convertible. It's quite incredible how VR can do this. Also, my Fanatec 918 RSR rim feels like a thick alcantara rim when I'm driving a GT3 and like a thin wooden Mota-Lita in an MGB, simply because that's what I'm seeing and what my virtual hands are holding. The radius of the wheel even seems to change to suit. I even feel prone in a modern F1 car and upright in a rally car, even though my seating position hasn't changed. Amazing. My arms will even start to ache a little if they're stretched out in a big muscle car even though they're in exactly the same position as when I'm (virtually) hunched over the wheel in a vintage F1 car. You just don't get this level of brain-fooling immersion in 2D.
 
peterboese Today to 13:16
Sol 1.3 beta 4 Please read the guide https://www.dropbox.com/s/tp09hyo5jntplig/Sol 1_3 installation and new features.pdf?dl=0 Mediafire: http://www.mediafire.com/file/eg0tfviqkkj1zsu/Sol_1.3_beta_4.7z/file Dropbox: https://www.dropbox.com/s/8x8c2gnpfat02y1/Sol 1.3 beta 4.7z?dl=0
- core: found a major bug with the sky shader and had to readjust all weather bases
- core: new blue sky booster, now a non linear function based on LUTs
0% original sky shader
50% adding light blue, medium saturation
100% adding blue, strong saturation
150% adding light purple, high brightness, light saturation
200% adding purple, strong saturation
- core: adjusted fog<->smog behavoir
- core: adjusted horizont fog setting
- core: "wfx_WET" output now working
- core: moon creates ambient ligth, adjustable with "nerd__moon_adjust.ambient_ratio"

- clouds: tweaked textures and parameters for more volumetric look
- clouds: no godrays with moon to prevent graphic glitches
- clouds: fixed too bright clouds with ta_exp_fix
- clouds: fixed brightness jump in twilight, when moon crosses 0° elevation

- weather base "clear": using more of the sky shader while day, adjusted temperature behavoir

- weather: bad weather are a little bit brighter

- config: new parameter in nerd option "moon" -> "ambient ratio"
- config: still have to find a default value for "sky__blue_booster" - now it is 125%

- PPFilter "__Sol_ACC": fixed a bug which prevents correct switching of PPFilter ingame

- PPFilter "__Sol", __Sol_ACC" and "__Sol_HC": safe values for goodrays to prevent graphic glitches with "ppfilter_modifies_godrays = false"

- custom config "__Sol_ACC": adapted sepia<->saturation shift to new style
 
From nptc364 on the shader patch discord:
NEW! Potrero De Los Funes "Beyond Pi-trero" V4! Download it here:
http://www.mediafire.com/file/739f4j2jic3spdu/rerov4.rar/file
- added new water shader
- brightened all materials
- added some noise to physical track mesh
- added distant emissives for that cool misty atmosphere

Screenshot_ier_porsche_911_gta_potrero_30-7-119-2-10-11.png


Screenshot_ier_porsche_911_gta_potrero_30-7-119-2-41-59.png
Does this work OK for everyone? I've seen a few reports that it's a little busted.
 
Last night I tried Legion's layout of 'Silverstone 67 faux historic' for the first time and found that the lap counter doesn't work. Does anyone know how to fix this?
 
View attachment 839507 View attachment 839508
Nissan R35 RR3 edition.
EDIT: sorry for not making the fxxk Evo. the reason why i didn't make it due to the chassis base, the fxxk are more shorter then the fxxk evo. the evo one are little bit more longerl, but im not giving up yet.
Now this has peaked my interest, I wouldn't mind making some skins for it to launch with ;)
 
peterboese Today to 13:16
Sol 1.3 beta 4 Please read the guide https://www.dropbox.com/s/tp09hyo5jntplig/Sol 1_3 installation and new features.pdf?dl=0 Mediafire: http://www.mediafire.com/file/eg0tfviqkkj1zsu/Sol_1.3_beta_4.7z/file Dropbox: https://www.dropbox.com/s/8x8c2gnpfat02y1/Sol 1.3 beta 4.7z?dl=0
- core: found a major bug with the sky shader and had to readjust all weather bases
- core: new blue sky booster, now a non linear function based on LUTs
0% original sky shader
50% adding light blue, medium saturation
100% adding blue, strong saturation
150% adding light purple, high brightness, light saturation
200% adding purple, strong saturation
- core: adjusted fog<->smog behavoir
- core: adjusted horizont fog setting
- core: "wfx_WET" output now working
- core: moon creates ambient ligth, adjustable with "nerd__moon_adjust.ambient_ratio"

- clouds: tweaked textures and parameters for more volumetric look
- clouds: no godrays with moon to prevent graphic glitches
- clouds: fixed too bright clouds with ta_exp_fix
- clouds: fixed brightness jump in twilight, when moon crosses 0° elevation

- weather base "clear": using more of the sky shader while day, adjusted temperature behavoir

- weather: bad weather are a little bit brighter

- config: new parameter in nerd option "moon" -> "ambient ratio"
- config: still have to find a default value for "sky__blue_booster" - now it is 125%

- PPFilter "__Sol_ACC": fixed a bug which prevents correct switching of PPFilter ingame

- PPFilter "__Sol", __Sol_ACC" and "__Sol_HC": safe values for goodrays to prevent graphic glitches with "ppfilter_modifies_godrays = false"

- custom config "__Sol_ACC": adapted sepia<->saturation shift to new style


but is it stable as a version? because I on the mip content manager and stopped at 1.25.185 but tells me that nn is stable
 
Does this work OK for everyone? I've seen a few reports that it's a little busted.
I've assembeld a mixed field of GT3 (Kunos and mods) to test it, and funny enough, the replay on TV cam has the "toy submachine gun" sound that haunted you a while ago, that I've never noticed before. Granted, I did not individually test all the GT3 mods I downloaded lately, so I will need to take some time to try to spot which one may be causing this.
 
peterboese Today to 13:16
Sol 1.3 beta 4 Please read the guide https://www.dropbox.com/s/tp09hyo5jntplig/Sol 1_3 installation and new features.pdf?dl=0 Mediafire: http://www.mediafire.com/file/eg0tfviqkkj1zsu/Sol_1.3_beta_4.7z/file Dropbox: https://www.dropbox.com/s/8x8c2gnpfat02y1/Sol 1.3 beta 4.7z?dl=0
- core: found a major bug with the sky shader and had to readjust all weather bases
- core: new blue sky booster, now a non linear function based on LUTs
0% original sky shader
50% adding light blue, medium saturation
100% adding blue, strong saturation
150% adding light purple, high brightness, light saturation
200% adding purple, strong saturation
- core: adjusted fog<->smog behavoir
- core: adjusted horizont fog setting
- core: "wfx_WET" output now working
- core: moon creates ambient ligth, adjustable with "nerd__moon_adjust.ambient_ratio"

- clouds: tweaked textures and parameters for more volumetric look
- clouds: no godrays with moon to prevent graphic glitches
- clouds: fixed too bright clouds with ta_exp_fix
- clouds: fixed brightness jump in twilight, when moon crosses 0° elevation

- weather base "clear": using more of the sky shader while day, adjusted temperature behavoir

- weather: bad weather are a little bit brighter

- config: new parameter in nerd option "moon" -> "ambient ratio"
- config: still have to find a default value for "sky__blue_booster" - now it is 125%

- PPFilter "__Sol_ACC": fixed a bug which prevents correct switching of PPFilter ingame

- PPFilter "__Sol", __Sol_ACC" and "__Sol_HC": safe values for goodrays to prevent graphic glitches with "ppfilter_modifies_godrays = false"

- custom config "__Sol_ACC": adapted sepia<->saturation shift to new style

I've been using CSP and Sol for a ages, but today decided to refresh my install by deleting everything except the Cars and Tracks folders then verified integrity of game files. I'd forgotten how nice vanilla AC looks, expect for the skyboxes maybe.

Will be reinstalling CSP and Sol soon but I had a strange graphical issue with Sol lately so for now Im just going to focus on driving on track rather than constantly fuss with these mods ha
 
I've assembeld a mixed field of GT3 (Kunos and mods) to test it, and funny enough, the replay on TV cam has the "toy submachine gun" sound that haunted you a while ago, that I've never noticed before. Granted, I did not individually test all the GT3 mods I downloaded lately, so I will need to take some time to try to spot which one may be causing this.
I've found it: the BMW_M6_GT3_fix_V1.2_by_delpinsky.7z is causing the weird sound, except in its own cockpit.
 
We need more GT300 and GT500 cars... In particulary the former cause for GT500 we have the pretty good mod by chivas autoart and the URD Nissan
This. Ivew been waiting on someone to make the Prius, Evora, and brz gt300 cars. inb4 someone says there is already a brz mod. not the same car, completely different bodywork and everything
r-d-sport-subaru-brz-gt300-sasaki-35670.jpg
 
I've been using CSP and Sol for a ages, but today decided to refresh my install by deleting everything except the Cars and Tracks folders then verified integrity of game files. I'd forgotten how nice vanilla AC looks, expect for the skyboxes maybe.

Will be reinstalling CSP and Sol soon but I had a strange graphical issue with Sol lately so for now Im just going to focus on driving on track rather than constantly fuss with these mods ha

I did that awhile ago and I'm happier now just being able to jump in and play. I was spending most of my limited gaming time just messing around with settings instead of playing. I miss Good and bad weather suite 2.5.2 with what ever version of the shader patch was out at the time and Deems seasonal track skins. That was when I had everything looking and running awesome. I'm sure I'll be back to it soon but for now, I'm good although a skybox replacement would be nice.

Edit: I got Good and bad weather suite 2.5.2 working with preview 185 by unchecking "use dynamic ambient"

It's nice to have the old sun back :)
 
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